Kingmaker [PbP] (Inactive)

Game Master Jeff Przybylo


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HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I am not kidding that I am almost crying right now. I am so incredibly relieved. I am at work and thankfully in an empty room, or people would be staring at me.

Thank you so much. :)


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Welcome back!


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Pleased to meet you. :)


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

So, what do you all want to do about these bandits? Nat seems genuinely penitent, but I'm not sure I want to leave either with Oleg and Svetlana, even if Asha's with them.

I assume that the guard that was with Gavriil and Asha at the beginning of the rescue is going back to get his buddies? We could hand the bandits off to them, I suppose?

Or we could hang them?

Or we could tie them up?

Other thoughts?


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Magna will think to hang him, as a warning to others, is in order, unless he can bluff his way off the gallows.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I get being remorseful and all buuuuuuut.... These guys did murder Maeve, keiji, pahlok's first character, not to mention they almost killed naralesh and asha AND they would have killed us too. Their only saving grace was that they didn't do something terrible to Talia. And even then they were going to if she wasn't worth anything.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Oh, yeah, I getcha both. Talia said she'd advocate for Happs though, and Magna has taken pity on Nat.

I haven't figured out how much Talia would be worried about keeping her word. I suspect that she wouldn't be too concerned about it in Happs's case, as she's not particularly lawful or good, and fairly self-interested. She'll probably advocate for him, but not very convincingly ;)


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Dregan has been very busy avoiding any conversation on the topic or even dealing with the bandits. He'll go along with whatever everyone else decides unless forced to make his views heard. But he is pro sword over noose.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I am okay with forgiving them now that Naralesh survived. :P Not that I'll probably be conscious for a while.

I am eagerly awaiting the chance to post in the thread again, once you guys manage to bring him to zero or above. :)


Right now Naralesh should be at -3 hp as I figure it.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

In the dictionary, next to the entry for "unrepentant," there is a picture of Haps' ugly mug.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

You're an awesome GM, Old Guy - I can already tell. I'm getting more and more excited about this game by the day.


Naralesh wrote:
You're an awesome GM, Old Guy - I can already tell. I'm getting more and more excited about this game by the day.

Thank you sir! Always appreciate when someone notices the work that goes in.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Naralesh wrote:
You're an awesome GM, Old Guy - I can already tell. I'm getting more and more excited about this game by the day.

Agreed, Naralesh. OGGM, thanks for picking this game up! Rocky start and all, I think it has worked out quite well. Thanks, Gavriil, for putting the recruitment thread up. Happy to have Dregan and Magna here as well.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Thanks, been enjoying the game too


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Yes thanks all particularly Old Guy. Its a lot of work to run a game and we appreciate it.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

I think Talia's pretty good with whatever you all want to do with the bandits. I don't think she'd be comfortable sentencing them to death (despite her bluster), so she'd be happy to leave that part to someone else.

I think Gavriil and Oleg's arguments make a pretty convincing case for the sword though.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Or noose


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

As Talia's a bossy noblewoman, she's assuming we're heading south for the bandits, but we should probably discuss our next action. How would you all feel about that plan of action? Anything else you'd like to do?

Once Naralesh is up and able, of course :)


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Need to have Naralesh "up and running" as fast as possible?


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Dregan is keen to head out and deal with the rest of the bandits as soon as that it is possible, we are likely to have at least a day here before Naralesh feeling better (healing magic is great) but then straight off.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Realistically Naralesh would probably need a few days to recover at a minimum. He's got to learn to deal with only having one eye, and healing magic or no, the strain on the body of being at death's door and unconscious for nearly a day has got to be brutal. Narratively speaking, he could do with some time to come to terms with it all. After all, Naralesh is a farmer, not a mighty war hero or a soldier. Yet.

Practically, this is a game and I'm itching to get back into the thick of things. I certainly don't think we should drag things out in terms of post count, but handwaving things to "Three days later, Naralesh is ready to travel..." might be in order.

Thoughts?


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Sounds good to me.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Works for me as well.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

That gives us time to go through the funerals and make sure that Oleg, svetlana, and Kesten are good to go.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

Unless they come for us first lol I don't know if Old Guy is that evil yet or not.


Evil? I wouldn't call it that. Say rather realistic. I play intelligent enemies intelligently. Unintelligent ones...not so much. If you were a bandit leader, what would you do? Plan accordingly.

You are in the wilds, don't let your guard down. If you want to hand wave 3 days, that's fine, just let me know what the general plans are. Are you keeping watch? There is the matter of the broken gate and the broken catapults on the towers. You have guards at your disposal, along with a seemingly competent Sergeant.

You are in charge.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I just realized. It's still night, right? Or are we changing that, Old Guy?


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

I believe so, Gavriil. We'll need to rest and get Naralesh up and running, but the more I think about it, I think we should hit the bandits at their place ASAP. They'll already be expected back. How long until they start heading here to figure out if their friends have been killed or run off? I would like to hit them while they are still disorganized and don't have a plan of action.

If we stay here and hunker down, we definitely need to secure the gate. We have 3 guards + Kesten iirc? We should have two man rotations going on the parapets at any given time. guard + PC. I'd think they'd try and burn us out into the open, so we'll need to be prepared for that eventuality as well.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

It is a half-day ride to the camp, if we can find it OK. We could get there by tomorrow night, possibly, depending on what time it is now?

If we assault them, we need to have a good plan. We've got no healing until next level or we can get a CLW wand (or Asha comes with us).


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Sounds like a plan, if we win and come straight back hopefully we won't need healing.

On the topic of hand waving, Dregan plan would be to spend the first scouting the route to the rest of bandits. He has a fast horse and hunted in this region before so isn't too concerned for his safety. Then would probably spend a couple of days helping out with repairs to the trading post (or building two? coffins).


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Count me in for a strong vote against attacking the bandits right away. We almost got slaughtered by four of them, while we had the absolute tactical advantage and ambushed them. Now we want to assault them, in their headquarters, at full strength?

Do we have an army backing us up that I'm unaware of?


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

We have my silver tongue to back us up. (Because apparently my rapier doesn't want to hit anyone.)


So a general question about Kingmaker: How many of you are familiar with the exploration process? You are aware that the goal as stated by the charter is to explore the area? The other issue will be mapping the exploration as it happens. I would appreciate any help in that matter, meaning if one of you can map it as we go, that would be great.

Second, eventually we will have kingdom building to do. How many of you are familiar with those rules?


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

My knowledge does not extend beyond the information that exploration will occur, and that it will take a certain number of days to explore a "hex." I also am only vaguely familiar with the kindom building, but I am very excited about it.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Oh, is Asha coming along with us as a GMPC?


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Naralesh wrote:

Count me in for a strong vote against attacking the bandits right away. We almost got slaughtered by four of them, while we had the absolute tactical advantage and ambushed them. Now we want to assault them, in their headquarters, at full strength?

Do we have an army backing us up that I'm unaware of?

Wait, what - you don't want to follow the plan of the impulsive 8 wisdom noblewoman? :) I look forward to Naralesh talking Talia out of many more bad ideas.

If you all want to wait, I'm cool with that. Especially since Kesten thinks he can hold Oleg's. I'd just hate to see the bandits burn it down is all.

For when we do assault the bandit camp, I'd suggest we go under the cover of darkness. One well placed sleep spell could take out the guards, and then, if we're lucky, it is just a matter of sending our sneakiest PCs in to slit everyone's throats. One big mistake that we made on the outset was trying to fight fair. Losing the initiative is what cost us that fight (along with some great rolls on the part of Mello and crappy ones on our part). I personally don't plan on fighting these guys fairly from this point out.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Old Guy GM wrote:

So a general question about Kingmaker: How many of you are familiar with the exploration process? You are aware that the goal as stated by the charter is to explore the area? The other issue will be mapping the exploration as it happens. I would appreciate any help in that matter, meaning if one of you can map it as we go, that would be great.

Second, eventually we will have kingdom building to do. How many of you are familiar with those rules?

I'm in a homebrew game using exploration and the UC downtime (rooms and teams) rules, which will be transitioning to the UC kingdom building rules once we get more established. So, I've got a fairly good handle on the exploration rules and an idea about the kingdom rules, as I've read them over.

I'm the mapper for that game and would be happy to do it here. We're using Google Docs Spreadsheets to keep track of things, including one related to maps and hexploration, which you can find here. I'd be happy to do the same for this game.

One question though - in the other game, I'm mapping purely off description from the GM, who then tells me whether or not I've placed something correctly, and if not, I make the adjustments. It is a fine system, because I have campaign cartographer and it is pretty easy to make changes. How would you handle this "information transfer," OGGM?


I have an excel spreadsheet I put together for my RL game to track kingdom building, so we can use that. It just has to be updated for the UC rules set.

As far as the map, its going to be a hex-by-hex exploration. If you can overlay a hex in CC (thats what I did for my game), then we can put in the proper terrain as we go. Hexes will be one terrain type: plains, hills, woods, etc. We can work thru the rivers alignment and such. CC will work well because you are going to be adding roads, farms, etc as you go.

If you have UC, I strongly recommend you review the building rules at some point. We have a long ways to go before that, but knowing the basics will be critical.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Great - I can overlay a hex easily enough. Will the standard 1080 x 800 starting dimensions be OK? I'll treat the numbers as miles and then overlay a hex grid at 12 miles/hex, assuming KM uses the standard exploration rules from UC. On the maps I linked to I'm actually working off a hex grid - I just remove the grid for the players' maps. Throwing down one type of terrain should be easy enough to do.

Question: Is Oleg's hex already considered explored? His hex would be in the north, correct?

For those of you that don't have Ultimate Campaign, feel free to favorite this post or bookmark the links provided:

Exploration Rules

Kingdom Building Rules

EDIT: Looking at the charter, I think I see the answer to one of my questions above. I should go ahead plot out a map 72 miles wide by 60 miles high, and then hex out at 12 miles per hex, with Olegs in the middle north hex?


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LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

OK, I just made up a quick player's map (it was quick because there is nothing to add :). I added a one hex border and then labeled the hexes (to read, take the lettered hex and move southwest to the corresponding number, so hex A2 would be the first hex to the right of the "2" for example). If I've got it figured right according to the charter, there should be no detail added to the hexes with numbers or letters in them, if we start with the players' map in hex B1. Question though - Putting Oleg's place in the exact middle would put his place straddling 2 hexes. Is Oleg's place in hex D1 or E1?

You can access the map here.

Thank you!


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Give me time. I hope I said this before, but I am mastering a very modified Kingmaker campaign myself, and made some maps for it.
You can see them all Linked HERE
I should be able to make some for us.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

I'm in another highly modified kingmaker so I am aware of the rules but we haven't got to any kingdom building yet. Sounds like some of you are more talented with map making so I'll leave that to you if that is okay. I could set up a spreadsheet for loot if that would help.


Talia Khavortorov wrote:

OK, I just made up a quick player's map (it was quick because there is nothing to add :). I added a one hex border and then labeled the hexes (to read, take the lettered hex and move southwest to the corresponding number, so hex A2 would be the first hex to the right of the "2" for example). If I've got it figured right according to the charter, there should be no detail added to the hexes with numbers or letters in them, if we start with the players' map in hex B1. Question though - Putting Oleg's place in the exact middle would put his place straddling 2 hexes. Is Oleg's place in hex D1 or E1?

You can access the map here.

Thank you!

The problem is with the wording in the charter. The 36 miles east and west isn't really accurate by the map in the book. It really should 24 miles east and 48 miles west. It has an area 7 hexes wide, with Oleg's in F1 according to your map. So you may be a hex wide. Magna can confirm if hse has the first book. This has perplexed me in the past with CC.

Oleg's hex is NOT explored. The row with the letters is considered to be Brevoy. There is a road, the South Rostland Road, that runs I, H, G, F, then runs North off of the map. The road just edges into F1 at the vertex, where Oleg's is located.

That help?


BTW, "North" is considered to be 'up and left' as you look at the hex. So the upper left hexside of each hex is North.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I've DM'ed the first two parts of Kingmaker before. We glossed over the exploration a lot so I don't know much about that, but I do know the basics of building.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

OK, I think I've got it. Spreadsheet is updated. For some reason my CC is being buggy - I can't rotate my compass rose, so I've left it off for now until I figure out what is going on with it.

Magna, those maps are AMAZING! What do you use to do them?


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

I use GIMP. Thanks


Talia Khavortorov wrote:

OK, I think I've got it. Spreadsheet is updated. For some reason my CC is being buggy - I can't rotate my compass rose, so I've left it off for now until I figure out what is going on with it.

Magna, those maps are AMAZING! What do you use to do them?

That's dead on. Oleg's hex and all of the Brevic hexes are plains, if that matters for the scheme you've chosen.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Old Guy GM wrote:
Talia Khavortorov wrote:

OK, I think I've got it. Spreadsheet is updated. For some reason my CC is being buggy - I can't rotate my compass rose, so I've left it off for now until I figure out what is going on with it.

Magna, those maps are AMAZING! What do you use to do them?

That's dead on. Oleg's hex and all of the Brevic hexes are plains, if that matters for the scheme you've chosen.

I had a pretty good description to follow! I'll get the hexes turned into plains today or tomorrow (busy night tonight).

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